Undead Origins


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Voadam

Legend
A5 The Shattered Horn -- Adventures for 5th Edition Rules
5e
Undead: ?
Greater Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.
Lesser Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment. He now wanders these few rooms seeking to kill anything it can. It has even turned a few others into its thralls.
 

Voadam

Legend
A8 Forsaken Mountain – Fifth Edition Adventure
5e
Knight's Spectral Self, Apparition, Dream Spirit, Ghost, Ghostly Visage, Malevolent Creature, Spectral Figure: The sarcophagus is the final resting place of the knight’s dream spirit.
Undead: [A Naerlulth's] victims rise as undead.
Any creature slain by a naerlulth arises again as a random type of undead within 1d10 rounds.
 
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Voadam

Legend
A9 Beneath the Helm of Night
5e
Naerlulthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it. These tormented spirits wander the ashen fields of the naerlulth’s destruction, bound to the creature that made them.
The ash however is not simply ash. The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature.
Undead Crow: ?
 

Voadam

Legend
A10 The Last Respite -- 5th Edition Adventure
5e
Shelkerow: The Shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world. They exist in the darkest places of the world, which once served as strongholds for evil gods that were toppled by heroes. Anywhere that dark priests were put to death en masse a Shelkerow can manifest.
Few know what dwells within the tower, though it is widely believed to be occupied by the ghosts of the priests who lived in the adjacent temple.
But the tower is occupied. In years past when the city was sacked the priests of Unklar gathered here in the tower in a last ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Undead: ?
Ghost: ?
Wight: ?
Vampire: ?
 

Voadam

Legend
A11 The Wasting Way -- 5th Edition Adventure
5e
Banshee: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
Ghost: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
Specter: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
 

Voadam

Legend
A12 The Paladin's Lament -- 5th Edition Adventure
5e
Shadow: Coin of Souls magic item.

COIN OF SOULS
Wondrous Item, extremely rare
It is a simple coin, bronze in color and manufacture, faceless on one side, with the silhouette of a man on the other. The faceless side of the coin is very cold, and if held to the ear, it emits a humming noise. When the faceless side of the coin is pressed against the flesh of a living creature that possesses a soul it opens a gate to the Klarglich, the Pits of Woe. Worse, it draws out the soul, forcing it into those nether chambers of hell.
The coin pressed against flesh causes excruciating pain. The victim must first make a DC 17 constitution save or suffer the loss of 1 point from each attribute per round. The damage is not permanent, but the victim is incapacitated with pain. The victim may repeat this save at the end of each of its turns, ending the effect on a success. The coin cannot be removed by anyone but the victim (who must first save against its effects) or the coin’s owner. As soon as any one attribute has been reduced to zero, the soul begins to cross over. The victim must then make a DC 15 wisdom save, once per round; a failure means the soul is drawn out of the body and hurled into the Klarglich, where it wanders a homeless creature. In game terms, it becomes a shadow. The body that remains is reduced by half in all hit points, levels, attributes, etc., until such time as it is reunited with the soul or dies. It has absolutely no will of its own and will obey any commands put to it by anyone. The soul can be returned to the body by a cleric who successfully turns the shadow twice. The first turning subdues the creature, while the second places it back into the body. However, this process will only work upon the same shadow that was previously torn from the body.
 

Voadam

Legend
Advanced Races: Vampire (5e)
5e
Vampire: Once bitten, a victim may become a vampire in turn.
Vampires eschew their mortality for undeath by undertaking a rite of blood sacrifice or by receiving the sanguine gift from another vampire.
The turning process itself is often ugly and brutal, and may take up to 2d6 hours. Furthermore, the exact nature of rituals and exposure required to become a vampire vary from world to world.
Through a dark ritual or contact with another vampire, you've transcended into an all-new being.
 



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